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Tom Clancys Ghost Recon GCPS2 Prima Official eGuide(1), Poradniki Do Gier !
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This game has received the
following rating from the ESRB
primagames.com
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Michael Searle
Prima Games
A Division of Random House, Inc.
3000 Lava Ridge Court
Roseville, CA 95661
1-800-733-3000
www.primagames.com
The Prima Games logo is a registered trademark of Random House, Inc.,
registered in the United States and other countries. Primagames.com is a
registered trademark of Random House, Inc., registered in the United States.
CONTENTS
INTRODUCTION . . . . . . . . . . . . . .2
© 2002-2004 by Prima Games. All rights reserved. No part of this book may
be reproduced or transmitted in any form or by any means, electronic or
mechanical, including photocopying, recording, or by any information
storage or retrieval system without written permission from Prima Games.
Prima Games is a division of Random House, Inc.
Associate Product Manager: Jill Hinckley
BASIC TRAINING . . . . . . . . . . . . .3
GR MISSION 1: IRON DRAGON . .12
GR MISSION 2: EAGER SMOKE .18
GR MISSION 3: STONE BELL . . .24
Project Editor: Michelle Trujillo
Editorial Assistant: Matt Sumpter
© 2002 Red Storm Entertainment. All Rights Reserved. Tom Clancy's Ghost Recon is a trademark of
Rubicon, Inc. under license to Ubi Soft Entertainment. Red Storm and Red Storm Entertainment are
trademarks of Red Storm Entertainment in the US and/or other countries. Red Storm
Entertainment, Inc. is a Ubi Soft Entertainment company.
All products and characters mentioned in this book are trademarks of their respective companies.
GR MISSION 4: BLACK NEEDLE .29
GR MISSION 5: GOLD MOUNTAIN34
GR MISSION 6: WITCH FIRE . . . .39
GR MISSION 7: PAPER ANGEL . .44
GR MISSION 8: ZEBRA STRAW .49
Please be advised that the ESRB rating icons, "EC", "K-A", "E", "T", "M", "AO" and "RP" are
copyrighted works and certification marks owned by the Entertainment Digital Software
Association and the Entertainment Software Rating Board and may only be used with their
permission and authority. Under no circumstances may the rating icons be self-applied or used in
connection with any product that has not been rated by the ESRB. For information regarding
whether a product has been rated by the ESRB, please call the ESRB at 1-800-771-3772 or visit
www.esrb.org. For information regarding licensing issues, please call the ESA at (212) 223-8936.
Please note that ESRB ratings only apply to the content of the game itself and does NOT apply to
the content of this book.
Important:
GR MISSION 9: BLUE STORM . . .54
GR MISSION 10: FEVER CALM . .59
GR MISSION 11: DREAM KNIFE .64
GR MISSION 12: IVORY HORN . .69
GR MISSION 13: ARCTIC SUN . .74
GR MISSION 14: WILLOW BOW .79
GR MISSION 15: WHITE RAZOR .84
Prima Games has made every effort to determine that the information contained in this book is
accurate. However, the publisher makes no warranty, either expressed or implied, as to the accuracy,
effectiveness, or completeness of the material in this book; nor does the publisher assume liability for
damages, either incidental or consequential, that may result from using the information in this book.
The publisher cannot provide information regarding game play, hints and strategies, or problems
with hardware or software. Questions should be directed to the support numbers provided by the
game and device manufacturers in their documentation. Some game tricks require precise timing and
may require repeated attempts before the desired result is achieved.
DS MISSION 1: BURNING SANDS89
DS MISSION 2: FLAME PILLAR .94
DS MISSION 3: COLD STEAM . .99
DS MISSION 4: QUIET ANGEL .104
DS MISSION 5: GAMMA DAWN 109
DS MISSION 6: SPECTRE WIND 114
ISBN: 0-7615-4191-8
Library of Congress Catalog Card Number: 2002114732
DS MISSION 7: SUBTLE KEEP .119
DS MISSION 8: TORN BANNER 124
Introduction
In Ghost Recon, the
enemy hits hard with
soldiers and tanks.
For the more remote
missions, helicopters
drop you off at the inser-
tion zone— then you're
on your own.
They are the Ghosts—unseen soldiers who move through the
night, as silent as spirits. They are America's elite Special
Forces team, sent to the world's political hotspots to keep the
peace through whatever means possible. Against the
zing
of
sniper fire or the
baboom
of tank artillery, the Ghosts risk life
and limb for the greater good. You're about to join them.
Tension escalates, casualties mount, and U.S. leaders choose
the only alternative to war—your team of Green Berets, the
Ghosts. Your series of covert operations will decide the future of
the entire region.
Your soldiers are
determined to get the
job done, no matter
the mission.
The Ghosts can blend
into any terrain, striking
like vipers.
It's the year 2008, and an extremist group has seized power in
Russia. The radicals are determined to restore communist
Russia to its former glory, and they have the military might to
make it happen. Without pretense, the radicals invade Ukraine,
Belarus, and Kazakhstan. The U.S.-backed NATO responds with
troops of its own.
No one knows their ranks. No one knows their names. When
the Ghosts complete a mission, people never know it happened.
With war on the horizon, they give us all a ghost of a chance.
2
BASIC TRAINING
Basic Training
It's just you and five
other teammates. There
is no army at your backs.
You don't have an army to back you up. If this were a regular mili-
tary tour of duty, you could depend on several thousand troops or
maybe a division of M1A2 Abrams tanks and heavy air support to
help with your objectives. Not with the Ghosts. You're stuck with
two teams of three operatives each. You'd better choose the right
men for the job, or you're unlikely to penetrate the local bingo
night undetected, let alone a Russian command post.
There's a difference in
weapon accuracy.
Notice how the
rifleman's M16 reticle
pips don't close as
tightly as a sniper's rifle.
Personnel Files
In
Ghost Recon
, each soldier has four skills: Weapon, Stealth,
Endurance, and Leadership. After each successful mission,
participating operatives each receive a combat point to
increase a skill. Spend these wisely, or you'll end up with a
sniper who can take two shots to the chest but can't sneak up
on a guard enjoying a siesta.
Spend two of every three combat points
earned on your Weapon skill.
Next up is Stealth, which
represents your skill at
moving quietly and, therefore,
how close you can get to an enemy
without being detected. You always
want to surprise your enemies, especially if
you can get off several rounds before they
can return fire, so stealth is a must. Avoid
soldiers with a Stealth of one—the lowest
Stealth number for a fireteam brings down the
entire team's ability to sneak up on an enemy.
If you have to take someone low in Stealth,
spend the points early to bring him up to an
acceptable two or three.
Spend your combat
points on Weapon skill
first so you can shoot
straight.
Ranking the Stats
The most important skill is Weapon. Weapon represents the
soldier's accuracy with his gun, as well as how fast his reticle
pips (crosshairs) close on a target. There's nothing more frus-
trating than picking off bad guys like Jesse James while your
supporting teammates miss every shot. Equally annoying is
when your soldier's crosshairs close slower than a rusted
elevator door. Avoid this by spending combat points, whenever
possible, on Weapon. A good rule of thumb is to spend two of
every three combat points earned on the Weapon skill.
PRIMAGAMES.COM
3
Not All Recruits Are the Same
With a high Stealth, you
can sneak up on an
enemy and pick him off
while he's tying his
shoe. A low Stealth
means patrols will spot
you a mile away.
Soldiers start with different skill points, from four to eight. Pay
attention to the new recruits' points, and you'll see some are
better than others. Some have seven points while others only
have four points. Obviously, for the best fighting chance, you
want a platoon full of seven-point operatives. Unfortunately,
that's not possible; there just aren't enough high-stat studs to
go around. A soldier is acceptable with six skill points, espe-
cially with high Weapon and Stealth numbers.
To improve your chances of a killer squad, try this trick. Look
at your recruits, and if you're not happy with the result, simply
restart the campaign. Each restart spawns new recruits, so you
can keep going till you find the platoon you like.
If you're not happy with your platoon's beginning stats, restart the
campaign and get a whole new set of recruits to choose from.
A high Leadership can be critical, though only one of your
soldiers has to concentrate on it. For every three points,
Leadership increases all other soldiers' skills by one. It's very
important since it beefs up five of the six soldiers. However,
only pump up one of your guys since the game checks the
highest Leadership in the platoon and designates that soldier as
the leader. The effect isn't cumulative, so having two operatives
with a high Leadership is a waste, unless you want one as a
backup in case the other kicks the bucket.
Don't worry if you can't find the ultimate set of six soldiers. As
you complete missions, the game unlocks 12 different special-
ists (one after each of the first 12 missions) in the Ghost Recon
campaign and five specialists (one after each of the first five
missions) in the Desert Siege campaign. These specialists come
ready to go with high stats and special weapons, so include
them in the mix if you need their skills, replacing one soldier
for another.
Without a high
Endurance, the ability to
sustain injury, you'll end
up like these guys.
Endurance signifies the ability to withstand physical damage.
A single shot takes out low-Endurance guys, but a soldier with
an Endurance of eight can take a couple of wounds. Also, a
soldier with a low Endurance can be slowed down in combat if
he's carrying too much equipment. Endurance is the least
important stat for two big reasons. First, missions are based on
stealth; you should avoid heavy-duty firefights. Second, you can
always restart a mission or return to a previously saved position
if one of your men takes a bullet.
The rifleman has the
best chance of survival
in a close firefight.
4
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